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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Any justification for this room is going to be reaching. I question the intelligence of any player that would walk into a gas filled room in the Tomb of Horrors. The mist is the real trap here. The other stuff is just dressing as it's all worthless anyway. The siren can't help you and the only...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Perhaps the goal was to remove the MU's spells so that player would be tested more than his character.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    It's an interesting, but unimportant room. The only purpose seems to be to waste time for tournament playrs and lower their score. Outside of a tournament setting, the room is still worth having since it's more interesting than a dead end.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I didn't think we'd get into an evaluation of the entire module until we'd finished all the rooms, but this is one module that I will always defend and Bullgrit has been bashing it for 20 pages. This module has more clever ideas and ingenuity in its 10 pages than anything else. The rooms...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    So a party of 6, actively searching has a 2/3 chance? I don't find this reassuring considering the sheer number of secret doors that must be found. Especially important at area 23 where if the door is not found, the party is dead. But that's a getting ahead of ourselves.
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Interesting. Those are not good odds. If the party wants to get through this area of the dungeon without using spells to find the secret doors, they're basically going to have to do the 1E equivalent of taking 20 on search checks. What about thieves? Do they roll on their special table for...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    Bullgrit's posting of some of the secret doors rules made me realize that I don't really know what 1E's rules for secret door detection are. Can someone refresh me on how secret doors are found in 1E? Things like what the probabilities of finding them are, what classes can do it, and how often...
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    WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]‏

    I'm surprised to hear that someone likes the 3.5 update. It's been a while since I've read it, but I remember thinking it that it lost all the feel of the original. Since it changed everything into saves and skill checks, it felt like it was strongly moving the focus to be a challenge for the...
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    what is the strongest D&D race?

    For LA+0 I'd go with orcs and warforged for fighting types. Kalashtar and Elans make good psions. For wizards and clerics it doesn't matter too much, so just pick something that gives you some good defensive bonuses unless you need the extra feat from being human. Dwarves are good for the +2 con...
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    Save or Die: Yea or Nay?

    I can't defend either of these modules very well since I haven't read them. But here it goes. EX2: - Both the EX modules were written for people who have read Alice in Wonderland. I haven't read it, but if you had, would you suspect something nasty in the attic? - The adventure is written for...
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    Save or Die: Yea or Nay?

    You've missed his point. The point is that if you're putting in SoDs in situations where it wouldn't be a kindness, then you're using it wrong. If you put in the SoD critters with no way for the PCs to live except to make their save, you've made a DMing mistake.
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    Save or Die: Yea or Nay?

    This is really the heart of the matter. There is definitely not enough guidance in the DMG/MM to advise when it is okay to use a SoD. You say having a monster pop out of the ground with no warning fire off a save or die because the rules said so is not bad DMing? If I had to cite an example of...
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    Help me make WotC adventures better.

    I realize I'm late to the thread, and I don't know if this has been said already, but the adventures need to be more unique and memorable. A few years back, Dungeon printed a list of what it considered to be the 30 greatest adventures of all time. I'll mention a few and why they were great...
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    How to overcome concealment?

    All good options so far. Blind-Fight. Any kind of offensive spell that doesn't require an attack roll. Fireball and other area of effect spells. Tasha's Hideous Laughter and other enchantment spells.
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    Help with monk bonus feats

    Okay. We'll leave it there. Except... This is false by RAW. Feats :: d20srd.org
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    Help with monk bonus feats

    Well I think we may have to agree to disagree here. Just a few more points. Grappling requires an attack vs. touch AC, then a grapple check. Stunning fist requires an attack vs regular AC, then a fort save. Clearly grappling is easier. Also, if the GM is optimizing the wizards, I find it more...
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    Help with monk bonus feats

    I do not dispute this, and when I play I absolutely buy the Ring of Freedom of Movement as soon as I can. However, it's still not there in a lot of adventures. Then again maybe I read a lot of adventures under level 10ish. Either way, you won't have to worry about it for a good chunk of levels...
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    Help with monk bonus feats

    Well I've never tried too hard to powergame stunning fist, since I'd never play a straight monk. But I dispute your claim that casters are immune to grapple at high levels. The only way you're going to be immune to grapple is freedom of movement, which isn't available until level 7. In my...
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    Pathfinder 1E Finally Looked at the Pathfinder Rules...

    I started on 3e and I still like it a lot, don't care for 4e much though. While I like some of the stuff Pathfinder did, enough of it rubs me the wrong that I'd rather just stick with 3.5. Off the top of my head: barbarian rage points, increased stat bonuses and overall character power, fighter...
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    Help with monk bonus feats

    I disagree, stunning fist is awful. Go with improved grapple. You'll need some more feats and abilities to powergame stunning fist into something good. It's not worth it. Improved grapple however helps you through one of the more common and more deadly subsystems in 3e. Sure, if you wanted both...
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